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Add a Trigger/solid naming tag for colliders #669

Description

@Weisl

Context

Cross-engine research (Unity/Unreal/Godot official docs) confirms all three engines have a real, first-class trigger-vs-solid collision distinction:

  • Unity: a literal isTrigger bool on any collider.
  • Unreal: no single bool, but a composite of Object Type + Overlap response + Generate Overlap Events + Collision Enabled = Query Only, bundled as a "Trigger" preset.
  • Godot: no flag at all — trigger vs. solid is a choice of node type (Area3D vs. StaticBody3D/etc.), confirmed by how Godot's own glTF OMI-physics importer picks one or the other based on the source collider's isTrigger flag.

Simple Collider currently has no concept of this at all — colliders are typed by shape (box/sphere/capsule/...) and optionally tagged as a rigid body via naming (set_rigid_body), but never as "trigger vs. solid."

Proposal

Add a naming-only "Trigger" tag/token, following the exact same pattern as the existing set_rigid_body operator (which appends a configured suffix to the object name without creating real Blender physics data). This gives users a consistent way to mark a collider as a trigger/overlap volume vs. a solid blocker, which a downstream importer, custom pipeline, or the sibling Simple Export addon could act on — no export operator required to make this useful.

Acceptance criteria

  • A configurable naming token/suffix for "Trigger" exists in Preferences, alongside the existing rigid-body naming settings.
  • An operator (or property toggle) to apply/remove the trigger tag on selected collider objects, mirroring set_rigid_body's UX.
  • Naming presets (UE/Unity/Godot/Northlight) can each define their own trigger token, consistent with how they already define shape and rigid-body tokens.

Activity

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